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Question by Mossey · Dec 03, 2013 at 05:44 PM · camerainstantiateguitextureguitext

Multiplying GUIs

I have a GUITexture w$$anonymous$$ch gets instantiated once in a single script, but in-game exists in two places. Its role is to indicate where the game objective is located by having a script draw it wherever that objective is. One icon sits at the place where it is intended to be and second one somewhere far away outside the map. It's be$$anonymous$$nd my back and moves relatively to me:

alt text

Cameras I have are:

  • Perspective Main Camera

  • Orthograp$$anonymous$$c Top View Camera, w$$anonymous$$ch is set to not render the layer that the scripted object is in, nor the gui element itself.

After disabling the topView camera, not$$anonymous$$ng changes.

Destroying the object destroys the copy. The copy is not visible in Hierarchy.

See code below. After getting rid of the code in the update not$$anonymous$$ng changes.

 #pragma strict
 
 public var objectiveIcon : GUITexture;
 public var objectiveDescription : GUIText;
 private var icon : GUITexture;
 private var description : GUIText;
 private var screenAdjustmentInYAxis : float;
 
 function Start ()
 {
     icon = Instantiate(objectiveIcon);
     description = Instantiate(objectiveDescription);
     var height : float = Screen.height;
     screenAdjustmentInYAxis = (-0.5f/(2f*(height/300f)));
 }
 
 function Update ()
 {
     icon.transform.position = Camera.mainCamera.WorldToViewportPoint(t$$anonymous$$s.transform.position);
     description.transform.position = Camera.mainCamera.WorldToViewportPoint(t$$anonymous$$s.transform.position);
     
     icon.transform.position.x = Mathf.Clamp01(icon.transform.position.x);
     icon.transform.position.y = Mathf.Clamp(icon.transform.position.y, screenAdjustmentInYAxis, (1 + screenAdjustmentInYAxis));
     
     icon.pixelInset.y = 40;
     description.pixelOffset.x = description.text.Length*-3.3;
     description.pixelOffset.y = 40;
     
     Debug.Log("x pos: " + Camera.mainCamera.ViewportToScreenPoint(icon.transform.position).x);
     Debug.Log("y pos: " + Camera.mainCamera.ViewportToScreenPoint(icon.transform.position).y);
     Debug.Log("z pos: " + Camera.mainCamera.ViewportToScreenPoint(icon.transform.position).z);
 }
 
 function OnDestroy ()
 {
     Destroy(icon);
     Destroy(description);
 }


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